fix:追猎
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ba4e21a239
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@ -566,9 +566,8 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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[25, "光环", function (enemy) { return (enemy.range != null ? ((enemy.haloSquare ? "该怪物九宫格" : "该怪物十字") + enemy.haloRange + "格范围内") : "同楼层所有") + "怪物生命提升" + (enemy.hpBuff || 0) + "%,攻击提升" + (enemy.atkBuff || 0) + "%,防御提升" + (enemy.defBuff || 0) + "%," + (enemy.haloAdd ? "可叠加" : "不可叠加"); }, "#e6e099", 1],
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[25, "光环", function (enemy) { return (enemy.range != null ? ((enemy.haloSquare ? "该怪物九宫格" : "该怪物十字") + enemy.haloRange + "格范围内") : "同楼层所有") + "怪物生命提升" + (enemy.hpBuff || 0) + "%,攻击提升" + (enemy.atkBuff || 0) + "%,防御提升" + (enemy.defBuff || 0) + "%," + (enemy.haloAdd ? "可叠加" : "不可叠加"); }, "#e6e099", 1],
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[26, "支援", "当周围一圈的怪物受到攻击时将上前支援,并组成小队战斗。", "#77c0b6", 1],
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[26, "支援", "当周围一圈的怪物受到攻击时将上前支援,并组成小队战斗。", "#77c0b6", 1],
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[27, "捕捉", function (enemy) { return "当走到怪物周围" + (enemy.zoneSquare ? "九宫格" : "十字") + "时会强制进行战斗。"; }, "#c0ddbb"],
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[27, "捕捉", function (enemy) { return "当走到怪物周围" + (enemy.zoneSquare ? "九宫格" : "十字") + "时会强制进行战斗。"; }, "#c0ddbb"],
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[28, "追猎", function (enemy) { return ""; }, "#c0ddbb"],
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[28, "追猎", "角色行走一步后若处在怪物视线内,怪物向角色移动一步。怪物走入角色十字1格以内时主动与角色开战。", "#800020"],
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[29, "败移", function (enemy) { return ""; }, "#c0ddbb"],
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[29, "败移", "战后若角色面对的行/列有其它怪物,该怪物不会被击败,而是与其中最近的怪物交换位置。", "#c0ddbb"],
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[30, "吸噬", function (enemy) { return ""; }, "#c0ddbb"],
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];
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];
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},
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},
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"getEnemyInfo": function (enemy, hero, x, y, floorId) {
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"getEnemyInfo": function (enemy, hero, x, y, floorId) {
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@ -1474,7 +1473,6 @@ var functions_d6ad677b_427a_4623_b50f_a445a3b0ef8a =
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const currloc = nx + "," + ny;
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const currloc = nx + "," + ny;
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if (nx < 0 || nx > core.__SIZE__ - 1 || ny < 0 || ny > core.__SIZE__ - 1) break;
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if (nx < 0 || nx > core.__SIZE__ - 1 || ny < 0 || ny > core.__SIZE__ - 1) break;
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if (!canSeeThrough(nx, ny)) break;
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if (!canSeeThrough(nx, ny)) break;
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if (i === 1) continue; // 离勇士一格以内的追猎怪不需要移动
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if (!chase[currloc]) chase[currloc] = [];
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if (!chase[currloc]) chase[currloc] = [];
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chase[currloc].push({ x, y, dir });
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chase[currloc].push({ x, y, dir });
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}
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}
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@ -1983,6 +1983,7 @@ var plugins_bb40132b_638b_4a9f_b028_d3fe47acc8d1 =
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|| core.hasSpecial(e.special, 21) // 退化
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|| core.hasSpecial(e.special, 21) // 退化
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|| core.hasSpecial(e.special, 27) // 捕捉:逻辑上应该让怪物来找角色
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|| core.hasSpecial(e.special, 27) // 捕捉:逻辑上应该让怪物来找角色
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|| core.hasSpecial(e.special, 28) // 追猎:逻辑上应该让怪物来找角色
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|| core.hasSpecial(e.special, 28) // 追猎:逻辑上应该让怪物来找角色
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|| core.hasSpecial(e.special, 29) // 败移:特殊战后事件
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)
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)
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return false;
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return false;
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const damage = core.getDamageInfo(enemy, void 0, x, y)?.damage;
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const damage = core.getDamageInfo(enemy, void 0, x, y)?.damage;
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